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Sweet.
You cover it all?
then I must ask..did you cover bullet bone dynamics within a character, not just ragdolling but full characters, or low res ragdolls and linked to fuller characers?

There are many examples included that can be applied to characters (IE: you could take my antenna demo and do the exact same thing within a character rig). As long as you're talking rigid or parts bodies, things actually compute relatively fast and the overhead is usually quite tolerable; you don't need proxy objects for these.

However, deforming bodies are a completely different story:

A) I do not recommend trying to do character cloth with bullet, and I say this in the tutorial too. It's just way too slow and there are better options. The only time I feel it is practical is for supplementary stuff like capes or dangling accessories.

B) The upper limit for deforming bodies is around 4,000 polygons (assuming dynamics FPS of 180) after that, you'll have enough time to make coffee between every change you want to see in a production scene. You absolutely need metalink or cagedeformer to circumvent this limitation.

Edit: I will say metalink has been vastly improved since I did my syflex content. The errors in nodal metalink that I talked about are gone and baking is no longer required.

B) The upper limit for deforming bodies is around 4,000 polygons (assuming dynamics FPS of 180) after that, you'll have enough time to make coffee between every change you want to see in a production scene. You absolutely need metalink or cagedeformer to circumvent this limitation.

Edit: I will say metalink has been vastly improved since I did my syflex content. The errors in nodal metalink that I talked about are gone and baking is no longer required.

Yes..Metalink is what I had in mind as well for approaching bullet bone dynamics..Though I havenīt really worked with it..just thought that should do it.